Within the context of PvP game modes, zoning generally refers to the act of one or more players on the same team positioning their champion in a way that enables them to utilize their offensive capabilities in order to contest or gain control of an area, for any amount of time. Zoning is an interaction that takes place at the brink of combat or inter-combat.
General[]
Each team has turrets and minions that statically contribute to the team's controlled area through the presence and absence of them and their vision; turrets are bigger threats, while minions are lesser threats. Champions dynamically contribute to the team's controlled area by generally standing on any position near or outside of it, granting vision and/or clearing enemy vision, as well as threatening to attack.
Zoning is performed with the intention of allowing the zoning team to secure objectives and/or restrict the enemy's movement and vision in a contested area, inhibit them from being able to secure their objectives, or force them to give up their current objectives altogether.
- Objective: A position or a map resource that may be the goal at some point of the game or fight. Zoning can be performed both for small objectives, such as granting vision, securing last-hits and clearing wards, and for larger ones such as and or turrets and takedowns.
- Position: Maps have features, namely open space, terrain, brushes, plants, base gates, and possibly hextech gates, which all prevent or allow movement and vision within a certain area for each team. There are always a select number of directions that champions can move toward through normal means of movement or using mobility abilities in open space, in order to safely grant vision of enemies and Fog of War, and avoid enemy threats—such as champions and their summons, turrets, minions, as well as locations without ally vision. The more area controlled, the fewer options enemies have when moving around.
- Resource: Maps provide many hotspots for champions to interact in close areas and contest map resources ( takedowns, minions, epic monsters, structures, etc) while possibly trading them for champion resources (health, ability cooldowns, and ability costs).
A positional advantage arises in a section of the map (e.g. a lane), when one party holds more ground than the opponent next to the objective. The party at a disadvantage may either try to contest the objective by moving toward it and potentially trading their own resources, or is otherwise forced to move toward a certain direction away from the objective and forgo it until a new opportunity appears to regain the position. The party at a disadvantage is being zoned away from the objective.
Champion interaction[]
Attacks and abilities are not necessarily used during zoning; the mere threat of using them also qualifies.
It is important to distinguish that different champions have different combat capabilities. What is relevant for zoning is the range of their offensive outputs:
- Basic attacks
- Damaging abilities
- Slowing and immobilizing abilities
- Mobility abilities (also referred to as 'gap-closers').
- Note that a champion can have any combination of the three types of abilities, but all champions have a basic attack.
The highest-range currently available offensive output of a champion, is referred to here as their threat zone or zone of influence.
A range advantage arises from the mere fact of how different champions interact. Having a range advantage allows a champion to begin attacking first, potentially without the enemy being allowed to trade blows effectively or at all in time. Mobility abilities and movement speed artificially increase a champion's threat zone as well as determine the possible rate and extent of zoning at any given moment.
Finally, a placed ward that is known to the enemy may also perform zoning. If the enemy prefers to go by undetected, they will potentially have to choose a different route — ward timers may help a player or the team achieve this goal as well.
Strong zoners[]
Crowd control, nukes or burst combos (high-damage potential offensive outputs), and summons and traps are the main advantageous traits of strong zoners. For a melee champion, gap closers are beneficial, especially against a ranged champion who is generally more vulnerable but has easier access to attacking them. Having sustain may also force the enemy to use more time and resources in order to trade or poke back, potentially becoming vulnerable to a bad trade in the process. Some champions regarded as strong zoners are listed below, but they do not apply in absolute: the quality and extent of zoning always depends on the match-up and game circumstances.
- gains an enormous gap-closer when is unlocked, which can be very intimidating to a squishy target and may even scare them out of the lane due to the threat of her chasing them down.
- is an excellent zoner due to her uptime and her potentially infinite sustain with . Coupled with her burst damage, she can prevent enemy champions from interacting with her or retaliating easily.
- slow and synergy with her kit, and it allows her and her team to catch an enemy off-position and quickly kill them. is zoning incarnate with some of the widest and most powerful area of effect abilities in the game. Her ability can effectively wall off enemies' movement and engages. can control and even block a specific area for a long amount of time, due to the threat of its powerful
- summons. zoning relies on bush control and the threat of hitting a perfect or using to reach enemies and follow up with a . However, Blitzcrank's hook can be blocked by minions or certain
- is an excellent zoner in any lane, owing to her excellent range. Her main zoning technique is nuking, either through or . Laying also discourages the enemy from utilizing brush or running into her to attack/retaliate, and great trap placement heavily limits the enemy's movement and options during an encounter.
- is one of the most powerful zoning tools, as it is very quick and enables gap-closing, chasing and launching a barrage at tagged enemies every few seconds.
- untargetable to hostile outsiders. This allows her to initiate fights safely while ignoring many attacks thrown at her. has one of the most powerful zones a champion can summon: her renders her
- is the apex of zoning - well-placed turrets can potentially hold an area for a very long time, especially against enemies that cannot take them down easily (such as melee champions) due to his massive burst potential from abilities used in combination with his turrets.
- is not only a good ability with which to last hit minions, but it can also be used as a very long, repeatable gap closer or escape, and allows her to trade very quickly with unaware enemies. Fully committing to an enemy with and also provides her with high burst and kill threat, also thanks to her repeatable .
- slow from also allows him to force the enemy to trade into him in order to avoid the repeating attacks if they do not have an available escape. zoning capability lies in his repeatable poke with for enemies within his range. The strong
- crowd control. is one of the easiest abilities to hit and catch up to enemies with, especially early in the game where champions do not have enough movement speed to dodge it, thus forcing them to predict it. Enemies attempting to dodge may force enemies to move toward a direction that renders them vulnerable to or the high uptime of her . has very high burst potential and strong, long-range
- can zone with her mere presence in the game, as unsuspecting enemies may not know when she uses to hide herself and engage. Other than that, is also a great zoning tool as it is very easy to hit early in the game for the same reasons as mentioned above.
- allows him to cover a long distance in a short amount of time. Following dashing into an enemy with and can deal a significant amount of burst damage, while his Empowered is one of the highest threat points among melee champions.
- is on a very short cooldown, meaning it can be used to .
- range allows her to poke champions. Her passive makes her a strong pusher, while the active can shut down champs like or and thanks to her and it is hard to gank her.
- allows him to gap-close with from a very long range — this combo has a greater reach than a lot of other attacks and abilities in general — and follow up with his . can also be used to safely push (either alone or with the team) into a contested area while ignoring most enemy threats from afar for a moderate amount of time.
- crowd control provides them with high burst damage in a short amount of time. and tornadoes can force enemies to temporarily completely give up their position in lane, because the combination of their multiple gap-closers and